Vergence-accommodation conflict

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The vergence-accommodation conflict as it can occur in virtual reality Vergence-Accommodation Conflict Diagram.png
The vergence-accommodation conflict as it can occur in virtual reality

Vergence-accommodation conflict (VAC), also known as accommodation-vergence conflict, is a visual phenomenon that occurs when the brain receives mismatching cues between vergence and accommodation of the eye. This commonly occurs in virtual reality devices, augmented reality devices, 3D movies, and other types of stereoscopic displays and autostereoscopic displays. The effect can be unpleasant and cause eye strain.

Contents

Two main ocular responses can be distinguished: vergence of eyes, and accommodation. Both of these mechanisms are crucial in stereoscopic vision. Vergence or independent inward/outward rotation of eyes is engaged to fixate on objects and perceive them as single. Incorrect vergence response can cause double vision. Accommodation is the eye’s focusing mechanism and it is engaged to produce a sharp image on a retina. Both of these mechanisms are neurally linked forming the accommodation-convergence reflex [1] of eyes. One can distinguish vergence distancea distance of a point towards which both eyes are converging, and an accommodation distancea distance of a region in space towards which the focus or refractive power of the crystalline lens has been adjusted to produce a sharp image on the retina.

In normal conditions the human visual system expects vergence and accommodation distances to match. When viewing most artificial 3D images or displays, vergence and accommodation distances for the most part are mismatched. The human visual system has not evolved to view these types of artificial 3D images comfortably, so VAC can be a very unpleasant sensation for the viewer. [2] [3] [4]

VAC is often encountered when viewing stereograms, 3D movies, or virtual reality (VR). It can cause visual fatigue and headaches after a short period of time; It is one of the main contributors to virtual reality sickness. The phenomenon can make it impossible to focus on objects close to the eye in VR, limiting the development of VR software. [5]

VAC is very difficult to overcome when designing new types of 3D displays. [5]

Effects

People playing 3D video games have often reported eye strain afterward, or that the 3D effect is disorienting. This is because of VAC. [6] There is not a strong consensus on the extent of visual damage, if any, that may occur due to overexposure to VAC. Even though this is the case, users of classic stereoscopic devices report being unable to look at the 3D screen for a long period of time. [7]

Measure of VAC

Vergence-accommodation conflict can be quantified; typically, by comparing the optical power required to focus on objects at the vergence distance with the optical power required to focus on objects at the accommodation distance. [8] In this context, optical power is equal to the reciprocal of distance, with units of Diopter (m−1). Hence the difference between the reciprocal of the vergence distance and the reciprocal of the accommodation distance characterizes the extent of VAC.

In the example of a virtual reality head-mounted display, the accommodation distance corresponds to the distance of the virtual image plane. Often the optics is designed to place a virtual screen somewhere between 2 meters and infinity. That is, for a virtual display at a 2-meter distance, the target accommodation distance expressed in diopters would be 0.5 D. In contrast, the vergence distance in a stereoscopic display can change freely based on the location of target content. For example, a virtual object by means of binocular disparity can be placed at a 30 cm distance, corresponding to 3.33 Diopters. In such a case, the magnitude of the VAC for a person with normal vision would be 3.33-0.5=2.83 diopters.

Physiology

The vergence-accommodation conflict is caused due to factors in human physiology like the accommodation reflex. VAC occurs when the human brain receives mismatching cues between vergence and accommodation. [9] [10] [11] [12] It often causes headaches and visual fatigue. [13] The vergence-accommodation conflict is one of the main causes of virtual reality sickness. [14]

Most people can tolerate some extent of VAC, without noticeable onset of adverse effects. While it depends on a particular person and viewing distance, VAC of around up to 0.4 Diopters [8] is within comfort limits of most people.

The vergence-accommodation conflict can have permanent effects on eyesight. Children under the age of six are recommended to avoid 3D displays that cause VAC. [12] Meta Half Dome prototypes addressed the problem with variable focus lenses that matched focal depth to vergence stereoscopic depth. [15] The first prototype used bulky mechanical actuators to refocus the lens. The third prototype used a stack of 6 liquid crystal lens layers where each layer could be turned on and off by applying a voltage, and this creates 64 discrete focal planes. [16] There are currently no production products using this technology.

Causes

Virtual and augmented reality

All first-generation VR and augmented reality (AR) headsets are fixed-focus devices that can cause VAC. Popular examples of these devices include the Oculus Quest 2, HTC Vive, Valve Index and the Microsoft HoloLens. VAC can be experienced by bringing a virtual object very close to one's eyes in the headset and trying to focus on it. [17]

Not all 3D displays cause the vergence-accommodation conflict. New types of displays are being developed that do not cause VAC, such as holographic displays and light field displays. [9]

Other causes

VAC can also be experienced when using other technologies, including:

Mitigations

VR and AR hardware companies often ask software developers not to show virtual content too close to the user in the devices. [19] [20] However, this is only a software mitigation and often times the effect can still be noticed.

Solutions

The solution to the vergence-accommodation conflict is to avoid looking at anything which causes the phenomenon. In VR and AR, new types of displays have been developed since the 2010s that can minimize or eliminate VAC to non-issue levels. These displays include varifocal, multifocal, [21] holographic, pin-mirror and light field displays. [22]

Varifocal displays are a concept explored mainly in VR display solutions. The basic principle relies on dynamically adjusting focal distance of displays based on the gaze direction. The technique requires an eye-tracking solution and means of modulating focal distance of a screen. Modulation of a focal distance can be, for example, physical actuation of the screen in relation to a fixed eyepiece optics, alternatively it can be utilization of varifocal [23] [24] lens element(s). While varifocal approach mitigates or entirely solves VAC, it cannot convey realistic monocular focus cues. To try to add realism, these techniques rely on image processing techniques to simulate focus cues.    

Multifocal displays are another way of overcoming VAC. The principle of operation relies on availability of multiple image focal planes (screens), which from the perspective of a viewer are available simultaneously at all times. This gives the ability to accommodate eyes within the available range of focal distances and perceive realistic monocular focus (image blur) cues similarly to natural viewing conditions. Essentially multifocal displays discretize the depth dimension and split or slice the 3D content according to the available configuration of depth planes to minimize VAC. The topic of multifocal displays has been generously researched for at least several decades, [25] [26] nevertheless, there is only a limited offering of commercially available multifocal near-eye displays.

Light field displays are one of the best ways to solve the vergence-accommodation conflict. [22] They share features with integral imaging displays.

CREAL, a near-eye display manufacturer for AR headsets/glasses, developed a light field display technology that projects the light rays just like they exist in the real world. This way, the virtual content has a real depth, and each eye can change focus naturally between the virtual objects, from up close to infinity.

SeeReal Technologies, a manufacturer of displays for 3D-enabled mobile devices, claim that their displays can generate visuals that do not have fixed accommodation. [27] The company developed the display used in the Takee 1 smartphone. [28] However, SeeReal's solution requires eye tracking, which can limit the 3D capabilities of the displays such as the field of view of the 3D effect.[ citation needed ]

See also

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

<span class="mw-page-title-main">Chromatic aberration</span> Failure of a lens to focus all colors on the same point

In optics, chromatic aberration (CA), also called chromatic distortion and spherochromatism, is a failure of a lens to focus all colors to the same point. It is caused by dispersion: the refractive index of the lens elements varies with the wavelength of light. The refractive index of most transparent materials decreases with increasing wavelength. Since the focal length of a lens depends on the refractive index, this variation in refractive index affects focusing. Chromatic aberration manifests itself as "fringes" of color along boundaries that separate dark and bright parts of the image.

<span class="mw-page-title-main">Dioptre</span> Unit of measurement of optical power

A dioptre or diopter, symbol dpt, is a unit of measurement with dimension of reciprocal length, equivalent to one reciprocal metre, 1 dpt = 1 m−1. It is normally used to express the optical power of a lens or curved mirror, which is a physical quantity equal to the reciprocal of the focal length, expressed in metres. For example, a 3-dioptre lens brings parallel rays of light to focus at 13 metre. A flat window has an optical power of zero dioptres, as it does not cause light to converge or diverge. Dioptres are also sometimes used for other reciprocals of distance, particularly radii of curvature and the vergence of optical beams.

<span class="mw-page-title-main">Stereoscopy</span> Technique for creating or enhancing the illusion of depth in an image

Stereoscopy is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word stereoscopy derives from Greek στερεός (stereos) 'firm, solid', and σκοπέω (skopeō) 'to look, to see'. Any stereoscopic image is called a stereogram. Originally, stereogram referred to a pair of stereo images which could be viewed using a stereoscope.

<span class="mw-page-title-main">Presbyopia</span> Medical condition associated with aging of the eye

Presbyopia is physiological insufficiency of accommodation associated with the aging of the eye that results in progressively worsening ability to focus clearly on close objects. Also known as age-related farsightedness, it affects many adults over the age of 40. A common sign of presbyopia is difficulty reading small print which results in having to hold reading material farther away. Other symptoms associated can be headaches and eyestrain. Different people will have different degrees of problems. Other types of refractive errors may exist at the same time as presbyopia. This condition is similar to hypermetropia or far-sightedness which starts in childhood and exhibits similar symptoms of blur in the vision for close objects.

<span class="mw-page-title-main">Autostereogram</span> Visual illusion of 3D scene achieved by unfocusing eyes when viewing specific 2D images

An autostereogram is a two-dimensional (2D) image that can create the optical illusion of a three-dimensional (3D) scene. Autostereograms use only one image to accomplish the effect while normal stereograms require two. The 3D scene in an autostereogram is often unrecognizable until it is viewed properly, unlike typical stereograms. Viewing any kind of stereogram properly may cause the viewer to experience vergence-accommodation conflict.

<span class="mw-page-title-main">Magnification</span> Process of enlarging the apparent size of something

Magnification is the process of enlarging the apparent size, not physical size, of something. This enlargement is quantified by a size ratio called optical magnification. When this number is less than one, it refers to a reduction in size, sometimes called de-magnification.

<span class="mw-page-title-main">3D display</span> Display device

A 3D display is a display device capable of conveying depth to the viewer. Many 3D displays are stereoscopic displays, which produce a basic 3D effect by means of stereopsis, but can cause eye strain and visual fatigue. Newer 3D displays such as holographic and light field displays produce a more realistic 3D effect by combining stereopsis and accurate focal length for the displayed content. Newer 3D displays in this manner cause less visual fatigue than classical stereoscopic displays.

A volumetric display device is a display device that forms a visual representation of an object in three physical dimensions, as opposed to the planar image of traditional screens that simulate depth through a number of different visual effects. One definition offered by pioneers in the field is that volumetric displays create 3D imagery via the emission, scattering, or relaying of illumination from well-defined regions in (x,y,z) space.

<span class="mw-page-title-main">Head-mounted display</span> Type of display device

A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one or each eye. HMDs have many uses including gaming, aviation, engineering, and medicine.

<span class="mw-page-title-main">Anaglyph 3D</span> Method of representing images in 3D

Anaglyph 3D is the stereoscopic 3D effect achieved by means of encoding each eye's image using filters of different colors, typically red and cyan. Anaglyph 3D images contain two differently filtered colored images, one for each eye. When viewed through the "color-coded" "anaglyph glasses", each of the two images reaches the eye it's intended for, revealing an integrated stereoscopic image. The visual cortex of the brain fuses this into the perception of a three-dimensional scene or composition.

<span class="mw-page-title-main">Sight (device)</span> Visual aiming device

A sight or sighting device is any device used to assist in precise visual alignment of weapons, surveying instruments, aircraft equipment, optical illumination equipment or larger optical instruments with the intended target. Sights can be a simple set or system of physical markers that serve as visual references for directly aligning the user's line of sight with the target, or optical instruments that provide an optically enhanced—often magnified—target image aligned in the same focus with an aiming point. There are also sights that actively project an illuminated point of aim onto the target itself so it can be observed by anyone with a direct view, such as laser sights and infrared illuminators on some night vision devices, as well as augmented or even virtual reality-enabled digital cameras with software algorithms that produce digitally enhanced target images.

In visual perception, the far point is the farthest point at which an object can be placed for its image to be focused on the retina within the eye's accommodation. It is sometimes described as the farthest point from the eye at which images are clear. The other limit of eye's accommodation is the near point.

<span class="mw-page-title-main">Lenticular lens</span> Technology for making moving images

A lenticular lens is an array of lenses, designed so that when viewed from slightly different angles, different parts of the image underneath are shown. The most common example is the lenses used in lenticular printing, where the technology is used to give an illusion of depth, or to make images that appear to change or move as the image is viewed from different angles.

<span class="mw-page-title-main">Autostereoscopy</span> Any method of displaying stereoscopic images without the use of special headgear or glasses

Autostereoscopy is any method of displaying stereoscopic images without the use of special headgear, glasses, something that affects vision, or anything for eyes on the part of the viewer. Because headgear is not required, it is also called "glasses-free 3D" or "glassesless 3D". There are two broad approaches currently used to accommodate motion parallax and wider viewing angles: eye-tracking, and multiple views so that the display does not need to sense where the viewer's eyes are located. Examples of autostereoscopic displays technology include lenticular lens, parallax barrier, and may include Integral imaging, but notably do not include volumetric display or holographic displays.

In visual perception, the near point is the closest point at which an object can be placed and still form a focused image on the retina, within the eye's accommodation range. The other limit to the eye's accommodation range is the far point.

<span class="mw-page-title-main">360-degree video</span> Visual arts technique

360-degree videos, also known as surround video, or immersive videos or spherical videos, are video recordings where a view in every direction is recorded at the same time, shot using an omnidirectional camera or a collection of cameras. The term 360x180 can be used to indicate 360° of azimuth and 180° from nadir to zenith. During playback on normal flat display the viewer has control of the viewing direction like a panorama. It can also be played on a display or projectors arranged in a sphere or some part of a sphere.

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<span class="mw-page-title-main">Windows Mixed Reality</span> Mixed reality platform

Windows Mixed Reality (WMR) is a discontinued platform by Microsoft which provides augmented reality and virtual reality experiences with compatible head-mounted displays.

<span class="mw-page-title-main">Virtual reality headset</span> Head-mounted device that provides virtual reality for the wearer

A virtual reality headset is a head-mounted device that provides a virtual reality environment for the wearer. VR headsets are widely used with VR video games but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.

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